PVP Arena
๐ Play it live · ๐ฆ Source code
First Steps
Make an account on the login screen (username + password โ auto-saves locally so you only do this once). You'll start with 500 donuts and the free starter loadout: AK20, SG-8, Pistol, Flare, Fists, Frying Pan, Frag, Medkit. From the mode-select screen you can shop, redeem promo codes, or jump straight into a match.
Game Modes
Elimination (Round-Based)
| Mode | Format |
|---|---|
| 1v1 | First to N rounds, no respawns within a round |
| 2v2 | Team elimination |
| 3v3 | Team elimination |
Race (First to N Kills)
| Mode | Format |
|---|---|
| FFA5 | Free-for-all, 5 bots |
| FFA8 | Free-for-all, 8 bots |
| Race 2v2 / 3v3 | Team kill race |
Special Modes
- D-Day โ Defend the south trench line on the Battlefield against 3 waves (12, 12 and 26 troopers) that start from the far north edge and cross the whole field; MG42 + AK20 forced.
- Frontlines โ Push the battle line to the enemy base.
- Boss Fight โ One against one: you against a giant stationary boss: THE WARDEN (minigun arm, missile pod, uzi, mortar, chest laser and a railgun), THE CORE (orb rings with a gap, floor shockwaves, turning beams) or THE HYDRA (acid, ice, lightning). Three phases by its health (5,000 to 6,000); each phase refills your ammo and gives back 100 HP. Its minigun can be strafed, its missiles land where you were, the mortar shows red circles first and the laser a line first. You have one life.
- Last Stand โ Hold the Battlefield's farmhouse with three bot teammates against endless waves of zombies (the same dead as Zombie Tower). They go for whoever is closest. Fallen teammates come back when the wave is cleared; you come back 6 s after you fall as long as one of them is still up. You keep your own loadout and get +60 HP and full ammo between waves.
- Shooting Range โ Practice mode, no enemies.
- ๐ King of the Hill (KOTH) โ 10 players, 3 lives each. Plays on the 250ร250 BR arena map with vehicles, helicopters, and mortars.
๐ฎ Arcade Modes (9)
| Mode | Mechanic |
|---|---|
| Gun Game | 21-tier weapon ladder, win on knife |
| One in the Chamber | 1 bullet, every shot is a kill, refills on kill |
| Juggernaut | Eleven fighters, and each round one of them is the juggernaut (a bot, or you): twice the size, 15,000 HP, his own ordinary weapons, and a boss bar across everyone's screen. The other ten are hunters with 300 HP and no respawns. Hunters win the round by felling him; he wins by clearing them (or outlasting the 2:30 clock). First side to 4 round wins takes the match, and everybody gets a turn being the juggernaut. |
| Infection | Zombies vs. humans; zombies convert on kill |
| Sniper Only | Snipers forced, no secondaries |
| Speedrun | Solo race to 20 kills, personal best tracked |
| ๐ง Zombie Tower | Solo, with a mission, always on a map of its own: the Tower, twenty-five floors of one dark hall stacked 6.5 m apart, each a 64 m square with its own clutter (pillars, barricades, rubble, containers, a zig-zag of partitions, open floor), in the dark: a thin moon, thick fog, a few lamps whose light follows you and a small headlamp of your own. There is no stair and the lifts are out of order: the way up is one ladder per floor, up through a hole in the slab above it, and the holes sit in opposite corners in turn (marked by hazard stripes and a green light in the ceiling), so every floor has to be crossed corner to corner. Each floor wears its number on the wall. The ground floor is the lobby you start in; the top floor is the open roof. It opens with a story: you start with a squad (Reyes, Okafor, Brandt and Kim) walking into the place you were sent to raid; a few seconds in the floor caves in and the screen goes black. Then there is only static crackling, and each time it breaks a message comes up across the top of the screen with your own face beside it: you, recording what happened. The squad is lying dead around you, something is horribly wrong with this place, and you are the only one left (Enter or Space, or the SKIP button on a phone, skips it). You begin with only your fists. Every floor has a pack of the dead: 3 in the lobby, 22 on the 23rd floor, tougher and quicker the higher you go, arriving in a trickle (never more than 8–15 at once). You may climb at any time, but the dead of a floor cannot climb after you, and clearing a floor gives you 25 HP. A hole is a way down (nothing hurts for a fall). The dead have skins of their own that nobody can wear, and a claw that hits for 30 after a third of a second of wind-up, so stepping away dodges it. Every zombie has a small chance to drop a new weapon (3.5%, growing a little with every zombie that gave nothing) or ammo (6%, only if you carry something that uses it). Ammo fills you up as you walk over it, but a weapon waits until you press F (a prompt shows what it is; there is a TAKE button on a phone), and what you were holding is gone: it disappears, it is not left on the floor. Your fists always keep slot 1; keys 1 and 2 switch. On the roof waits the horde: 130 of the dead who come for you wherever you are, never more than 34 at once. You have to get out, all the way back down: the swarm follows you floor by floor, and the ones you left behind rejoin it. Kill the very last one and a radio drops from it: take it (F) and call for the way out. That is the mission. You do not respawn: it ends when they get you, and the highest floor you reached is kept. (The old endless Tunnel is archived in the code.) |
| ๐ฒ Dice Duel | You and a bot each carry a d20, and you roll it during the round, not before it (G, or the ๐ฒ button on a phone). The die sets the tier (1 is junk, 20 is an SS), then a thing from it: a gun, a melee or a utility, from a pool that includes the retired gimmick weapons (see The RNG pool). You start each round with empty hands, and nothing from your loadout (no melee, no utility). You hold two things at once (keys 1 and 2): a roll goes in an empty slot, otherwise it replaces the one you are not holding and goes straight into your hand, so to throw a bad one away, switch to the good one and roll. Rolling costs nothing, but you cannot shoot while the dice rattle (0.7 s) and they need 5 s before they can be rolled again. The bot has the same dice (a gun at a time; it re-rolls when what it holds is worth less than a fresh roll, when the dice are ready and nobody has just hit it). First to 5 kills; every kill starts a fresh round with empty hands and a fresh dice. |
| ๐ Weapon Roulette | FFA where everyone, bots included, is dealt a new random gun every 20 seconds |
| ๐ฅ Rocket Rumble | FFA with the RPG-7 and nothing else: ride your own blast |
๐ช Quick melee
B (or the middle mouse button) swings the melee in your pocket, or fires its ability if it is ready, and puts you back on your gun. If the ability is cooling down it swings instead of doing nothing, and an ability that takes a moment to play out (the Bat's Crowd Clear charge, a slam, a dash, the Battle Axe's Whirlwind, the Scythe's aimed dash) is allowed to finish before the gun comes back; they were being cancelled. Meteor Hammer (new): the maul had no ability. It now flings its weight 12 m on the chain, the way the Chinese meteor hammer was used. A person in the way takes 60, is wrapped and reeled in, and is held a moment; a wall, ceiling or the floor takes the hook and the chain hauls you there. Nothing in reach, and nothing is spent.
๐ฅ๐ง Fire, water and the flame jet
Weapons are meant to interact, so a few of them now answer each other.
| Mechanic | How it works |
|---|---|
| Flame jet | Fire the Flamethrower at the floor under you (aim at least 30° down, flames reaching the floor within 4.6 m) and every round shoves you up a little, to a cap of about 5.6 m/s. It runs on fuel: about two seconds of fire in the air, refilled quickly on the ground. The steeper you aim, the higher you can hover, since the flames have to reach the floor. It never interrupts a slam or a dash. |
| Water guns | The Foam Cannon, and any gun in a skin that squirts or sprinkles (water pistol, fire extinguisher, lawn sprinkler, soap, slush). Firing one douses you (burning stops, and you cannot catch fire for 3 s; a burn zone only does a third of its heat to a wet player), puts out the burn zones and flares where the stream lands, and takes the fire off a bot standing in it. |
| Smoke | A smoke cloud is wet too: burn zones (a landed flare's included) inside it go out, and anyone standing in it stops burning and cannot catch fire while they stay (plus a couple of seconds after). |
Why: the Flamethrower and the Molotov were pure damage with no answer. Now there is one (spray yourself down, throw smoke on the fire), and the Flamethrower gets a movement trick of its own in return.
๐จ Painted wraps, approval and weapon ideas
Anybody can paint a weapon wrap in the pixelizer. A wrap you painted is a draft: it can be previewed in the pixelizer but not worn. Press Submit for approval and it goes to the admins' queue (F2 → Wrap & idea queue); once one approves it, it is yours to use and everybody in your match sees it on your gun. A wrap that is not approved cannot be used, and nobody else sees it. Admins' own wraps are approved on the spot. You can have five waiting at once.
Everyone sees your wrap. Whichever wrap you have on (a built-in, a contract wrap or an approved one) is sent with you, and other players see it on the weapon in your hands. Character skins you paint are shared the same way they were before.
Weapon ideas. Gun Skins → Send a weapon idea sends a name and a few sentences to the admins, who read them from the same queue.
Third-person weapons. Other players (and bots, up to a limit) now hold the weapon's own model, not one of four stand-in shapes, so a chain gun looks like a chain gun. They aim up and down with where their owner is looking.
๐งช Wraps on melees and utilities, and utility skins
The weapon wrap you pick under Gun Skins now goes on melees and utilities as well as guns. (A melee or utility is dressed the first time you hold it after choosing a wrap, so there is nothing to wait for; the fists keep their skin.) Utilities also have skins of their own, a different object in your hand with the same throw, blast and number of uses:
| Utility | Skin |
|---|---|
| Frag Grenade | Pineapple · Disco Ball |
| Smoke Bomb | Tea Kettle |
| Medkit | Pizza Box |
| Stim Shot | Juice Box |
| Blink Pearl | Eight Ball |
| Land Mine | Whoopee Cushion |
โ๏ธ Duel Maps (4) ยท 1v1 and 2v2
A 1v1 on a map built for ten people was mostly walking, and the first duel maps (36 × 56 m) turned out to be too tiny the other way, and so were the next ones (72 × 112 m). 1v1 now draws from four arenas of its own at 144 × 224 m, twice the length and the breadth again: the spawns are 200 m apart, about half a minute to the other side at a walk, less if you slide or take a ramp. Each map is the old arena laid in all four quarters (the second one turned over) plus pieces made for the whole map, and it is full of high walls: long walls 5.5 m tall (nothing is seen over them from the floor), at least 24 on every map and some in every quarter, one across the whole middle, and screens in front of each spawn. The build check counts them. A grid floor and flat colours, laid out rotationally symmetric (turn the map half a circle and it is the same map), so neither spawn has the better side. Every one has ramps up onto something worth standing on, and each is built from a different mix of walls (long walls, waist-high walls, windowed walls with a sill and a lintel, arches, L-shaped bunkers, crate stacks, decks), with pillars only a small part of one. They are dealt to 1v1 and to 2v2 now and then (they are on 2v2's vote screen and about three random 2v2 draws in ten land on one, since there is room for four); they never come up in anything else. You vote for the map once your opponent is found, not before (see Voting for the map): the same pick plays and two different picks are settled by a coin flip. A bot votes too: it reads a plan drawn from the map's real walls, ramps and spawns and judges how much cover there is, how long the lanes run and how much high ground there is, then picks the map its taste likes (an easy bot changes its mind more). Nobody voting in 15 seconds is a random map. You cannot see your opponent at the start: something solid and wider than the spawn stands across the middle of every one, and the build check fails if any line from one spawn to the other is clear.
| Map | Layout |
|---|---|
| Duel Grid | A windowed wall, a lane-splitting long wall, an L bunker and a crate with a crate on it; a ramp up onto a long gallery with a parapet down each edge |
| Crossroads | Two staggered long walls (one with a window) make an S through the field; in the middle a ramp each side carries you up and over a wall on a bridge |
| Pillar Hall | Colonnades with an arch across each pair of posts, an alcove wall, low rails; a raised stage up a broad ramp in each lane |
| High Ground | A plateau in the middle with a ramp at each end and a wall along its top, a tower with its own ramp in each far corner, a windowed wall between |
๐ฌ Finishers (17)
A finisher is what happens to the body of the person you finish: it moves in a way of its own and it takes the body away from the ragdoll, which never starts while a finisher you chose is playing. Pick yours in ๐ญ Skins → Finisher (with a โถ Preview that finishes a dummy in front of you once you are in the game). It is sent with your skin, so everybody who watches you finish someone sees yours. Automatic is how it always was: the finisher follows your weapon and the body falls as a ragdoll.
| Finisher | What happens |
|---|---|
| Launch | Flung sideways in a tumbling arc |
| Spinout | Spins out like a top |
| Shatter | Bursts into ice shards |
| Confetti | A burst of confetti |
| Lightning | Struck by lightning |
| Collapse | Shrinks into nothing, spinning |
| Raincloud | A little rain cloud rains junk on them |
| Moonwalk | Slides backwards, upright and smooth, then falls over |
| Backflip | A big jump and two backflips |
| Helicopter | Spins up like a rotor, lifts off, drops |
| Balloon | Blows up like a balloon and floats away, then pops |
| Ice Block | Freezes stiff, shivers, topples like a statue and shatters |
| Tumbleweed | Curls into a ball and rolls away, bouncing |
| Rocket Man | Straight up on a trail of fire, then fireworks |
| Ghost | Turns into a pale ghost, floats up and fades |
| Trapdoor | Spins as the floor swallows them whole |
| Disco Fever | Cannot help dancing, in coloured light, then drops |
๐ Contract Wraps (9)
Not for sale, and not quick. Each of these gun wraps is earned by finishing a long contract in real matches (not the range, the Obby or the lobby): they are meant to take weeks. Progress is kept in your browser and shows under Gun Skins → Contract Wraps, locked ones with a bar. Every one of them moves, and all but Prismatic glow.
| Wrap | Contract | Grade | What it is |
|---|---|---|---|
| Aurora | 500 kills with the Vector SMG | Hard | Green, blue and violet curtains drifting across a night sky |
| Warp Drive | 250 kills while airborne | Hard | Hyperspace: streaks of light going past at jump speed |
| Plasma Storm | 300 kills with the Railgun | Brutal | A plasma globe: threads of cyan and violet that rewrite themselves several times a second |
| Absolute Zero | 300 kills with the Freeze Gun | Brutal | Deep ice with real six-armed snowflakes grown across it |
| Reaper | 1,000 headshot kills | Brutal | Black, with red glowing runes and a ring sigil, crawling slowly upward |
| Singularity | 50 kills in a single life | Brutal | Black holes with white-hot accretion discs, the far side of each bent over the top |
| Prismatic | Win 100 matches in a row | Brutal | Cut-gem facets, each its own hue, the whole thing slowly rolling over |
| Dark Matter | Win 500 matches in a row | Legendary | The void between things: purple haze, rings bent around objects that are not there, threads of light |
| Xpert | 100 kills with every single weapon (all 67 in play: 52 guns, 15 melees) | Legendary | Black carbon under a gold diamond lattice with a cross at every crossing and a slow shimmer |
A win streak counts matches you won one after another; a loss ends it, a draw does not. A life ends when you die or a match ends. A kill counts for the weapon that landed it, and an ability shot (a Railgun's charge, a Lever's power shot) counts for its weapon. Every gun in play is on the Xpert list, the Frost Blaster included now that it does damage.
๐ฅ Muzzle blasts
Every gun used to go off the same way: one orange spike and a puff, bigger or smaller. A shot now looks like the gun it came from:
| Gun | The blast |
|---|---|
| Rifles | A long narrow jet, a few embers thrown forward. |
| SMGs, miniguns, the flamethrower | A short hard flash and a single ember: it has to read twenty times a second. |
| Pistols | A short fat pop, embers in a wide cone. |
| Shotguns | A wide fan, eight embers, a shock ring racing out in front of the muzzle, two layers of smoke. |
| Heavy snipers and launchers (SR-X, Railgun, Anti-Material, Hand Cannon...) | A long lance, seven embers, a big shock ring, a dense puff with a larger slower one behind it. |
| Energy weapons | The gun's own colour in the ring and the sparks, no smoke. |
| Silenced and thrown | Hardly a flash and no sparks. |
The light at the muzzle leads white-hot and settles to the gun's colour. Everything is short (the ring is gone in 80 ms, embers in about 0.2 s) and stays out of the middle of the screen, so you can still see what you hit.
๐ฃ Hearing other people
Only your own footsteps used to be played, so on a 144 × 224 m duel map finding the other person was a long silent walk. Everyone else steps out loud now, and it works the way your ears would:
| What | How it sounds |
|---|---|
| Distance | A step every 2.8 m walked (so a runner is quick and a creeper slow); louder near, gone past about 34 m. |
| Direction | Panned to the side the person is on, relative to where you face; duller when they are behind you. |
| Walls | Muffled and half as loud through a wall, so you can tell they are near and not in view. |
| Crouching, sliding, landing | Crouched is a third as loud (and slower steps); a slide makes no step; a drop is heard as a thud when it lands. |
| Who | The other team (everyone, in a free-for-all). Teammates are not announced. |
Why: it is the sound a shooter uses to find an opponent, and it rewards the quiet play it asks for (crouch to creep up on someone). Turn it off in ⚙ → ENEMY FOOTSTEPS if it is too busy.
๐ต Music
The game plays its own music: there are no sound files, it is made by the game as you play, so it costs nothing to download. The lobby and the menus have a theme, and six maps have a track of their own: Atoll (a steel-drum calypso), Sky Arena (slow choir and bells), Shipyard (a heavy machine groove), Battleground (a stadium beat), Neon Tokyo and Cyber (synthwave) and the space maps (Space, Orbital Station, Gravity Lab: a slow drift). Every other map stays quiet, as it always was. Turn it down or off in ⚙ → MUSIC. It starts with your first click (a browser will not play sound before one).
๐งฑ Worn-down maps
The maps were too perfect: clean walls, clean floors, every edge square, every surface one flat colour. Every map now gets a wear pass the first time it is played (after its dressing, with the other upgrades), and it is all detail, never geometry you can hit: no collider, nothing you can stand on or shoot, no change to any route. It is made of two batches per map (one draw call each):
- Decals on the real faces of the real boxes and on the floor: dirt that gathers at the foot of every wall (and moss, or dust drifted against it, depending on the place), rain streaks and rust runs from the top, plaster and paint that have come away in ragged patches (a pale, rough patch with a shadow behind it), square repair patches in a different tone, cracks that wander and fork, stains, big soft blotches of a different tone that break a wall or floor up from across the map, scorch marks and bullet holes, scuffs, damp patches, and patched bits of floor.
- Rubble: small loose chunks heaped at the foot of walls and scattered on the floor.
How much, and in what dirt, depends on the place: a trench, the sewer or Chernobyl are filthy (soot, rust, moss), urban streets are cracked and chipped and the desert is dusty and flaking. Places that are not meant to look used are left clean: the neon and sci-fi maps (Cyber City, Studio, Dreamscape, the space station, the labs, the vault), the fairground ones (Carnival, Holiday, Traffic Cone Republic), the opera house and the supermarket — rust and soot on a hard-light city read as a different map. So are the 1v1 duel arenas (plain grid, flat colours), the shooting range, Lobby 13 and the pinball arcade. On a dark wall dirt would not show, so there the wear is the pale kind (dust, lime, scuffed paint). Everything is seeded by the map’s name, so everybody’s copy is worn the same way, and the map-vote screenshots show it.
Why: a place that has been fought over, lived in and rained on looks like one, and the eye finds a flat, square, clean surface instantly: it is the quickest tell that something is a 3D model. Nothing here changes how a map plays.
๐ฒ The RNG pool
Dice Duel and Weapon Roulette deal from one pool, by tier, and it holds three kinds of thing: guns,
melees and utilities. Most of it is the retired gimmick weapons: items taken out of the
shop and the loadout because they are too odd, too strong or too silly for a normal match (Potato Cannon, Portal
Launcher, Pinball Launcher, Lightsabre, Orbital Strike, Hunter Drone, Rubber Duck...) are exactly what a dice
roll is for, so they come up in these modes and nowhere else. The tier is how good the thing is in a duel against
a gun, so melees and most utilities sit low: rolling a Frying Pan is a bad day, which is the point. Every tier holds
all three kinds, and a roll is a melee or a utility about one time in five. Weapon Roulette deals you a gun 70% of
the time, a melee 15% and a utility 15% (a new one every 20 seconds into the same two-slot kit), and bots in
either mode can only fight with guns. Retired items come up a quarter as often as the other things
in their tier, so the odd leftovers stay a surprise and the everyday guns stay the usual roll. The one admin item
in the pool is the ฮฉ Omega Pistol (SS tier): one bullet that kills whatever it hits, and the one
way anybody but an admin gets to fire it. It is yours alone: a bot is never dealt it. The test
(verify-boot.js --rng) puts every item in the pool in your hands, uses it and gives your own kit
back, and counts how often the Omega Pistol and the retired items turn up.
๐บ๏ธ Voting for the map
The map used to be chosen on the mode screen before anyone was found, and only 1v1 had a vote. Now there is no picking up front: every lobby match asks once the people are known. Each human votes for a map from a screenshot of it (taken from a corner, about three-quarters, through a first-person lens), the map with the most votes plays and a tie is a coin flip. 1v1 chooses among the four duel maps; 2v2 among the whole pool and the four duel maps; everything else among the whole pool, in a scrolling grid. A bot only votes when it is your opponent in a 1v1; in any other mode only people do, so alone against bots your pick is final. Nobody voting in 15–25 seconds is a random map. King of the Hill and the M4 towers play their own arena and skip the vote. A mode with nobody to vote with (Dice Duel, Weapon Roulette, Pie Fight: you and bots) shows the same screen to you alone, with a RANDOM button.
Why: a map chosen before you know who you are fighting is a guess; chosen after, it is a negotiation, and
a picture of the place says more than its name. The screenshots are made by
tools/render-map-previews.js, which loads every map in a headless browser and picks the best of
about 48 cameras for each (not facing a wall, lit, plenty to see); run it again when a map changes.
๐ฑ Touch controls
Phone players said two things: the buttons were too small, and some did not work. Both were true. The JUMP button set a flag that only an old, retired piece of the jump code read, so tapping it launched no one; and SLIDE only started if the stick was already being held, but the thumb that holds the stick is not the one that reaches the button.
| What | Now |
|---|---|
| Size | FIRE is 96 px (was 72); every other button is at least 56 px (they were 44–48, smaller than a fingertip), with a little invisible slop around each so a near miss still counts. |
| JUMP | Uses the same jump as the Space key: slide-jump, crouch-jump and the double jump all work. A tap that cannot be used no longer waits and fires when you land. |
| SLIDE | Moved next to JUMP, under the right thumb. One tap slides the way the stick was last pushed (if that was a moment ago), otherwise straight ahead; the old rule still held the Shift key to “moving only”. A bladed weapon's air dash works from the button too. |
| CROUCH | A toggle (tap down, tap up); JUMP also stands you up and dying clears it. It can be set back to hold-to-crouch. |
⚙ → TOUCH CONTROLS (the CONTROLS button on a phone, where there are no keys to rebind) has sliders for button size (0.7–1.5×, held to what the screen can fit), button opacity, joystick size and look sensitivity — the window fades while a slider is held so you can watch the buttons change — and MOVE BUTTONS, which lets you drag every button (including the ability and SWAP ones that only appear when needed) wherever your hands are. Positions are saved on the device, separately for landscape and portrait, and are pulled back on screen if the screen is smaller than the one they were set on. RESET TO DEFAULT undoes all of it.
Why: a layout that does not fit the hand is the first thing a new phone player runs into, and a button that does nothing teaches them the game is broken. Letting them place the buttons is the fix that works for every hand and every phone.
๐งญ How the bots get round walls
Bots used to steer straight at you and feel their way round whatever was in the way, which was fine for a pillar and not for a long wall: on Duel Grid and Crossroads a bot ran back and forth along the centre divider for a whole minute, and on seven of sixteen older maps (urban, airport, trenches, studio, supermarket, labyrinth, sewer) a bot sent across the map simply did not arrive. When the straight line to you is blocked at kerb height a bot now follows a route over a grid of what a body can walk (every bot shares one fill from your position, rebuilt as you move or as cover is destroyed): it cuts across open floor and only turns at corners, keeps a body's width off them, treats anything taller than a kerb as a wall (a ramp's own steps included), steers clear of damage zones, and if it finds itself caught it goes cell by cell for a few seconds. It still falls back to the old steering wherever it has no route. The grid is 1.5 m wherever it can be (a thin wall can never fall between its cells; on Urban they used to, and a bot walked straight into the wall and stayed there). In a test of one bot sent across each map, 64 of 64 runs on eight maps (the four duel maps, Urban, Trenches, Airport, Supermarket) arrived.
๐ค Who the bots shoot
In team fights (1v1 to 3v3 rounds, 5v5, 10v10 and Frontlines) every bot, on either side, goes for the nearest opponent: your allies are as much a target for the enemy as you are. It used to be that the enemy bots all ignored your teammates and walked straight at you, while those teammates, whose shots at other bots always land, shot them in the back; so the player's side won nearly every match, by a lot. Base Raid is the exception: its guards are there for you.
Difficulty Tiers
| Tier | Bot Behavior |
|---|---|
| Easy | Slow aim, late reactions |
| Medium | Standard challenge |
| Hard | Faster reactions, ability use |
| Expert | Aggressive flanking, kite-retreat from scary weapons, low timidity |
๐๏ธ Lobby System
Every multiplayer mode routes you through a staging lobby. Players ready up, and the undermanned side can vote to fill with bots or play short-handed. Each match runs in its own isolated bubble โ concurrent games don't bleed into each other.
๐บ๏ธ Maps
Most maps have one mechanic of its own that no other map has — the name and what it does is below. A few were cut because all they asked of you was to wait for a warning and not be there (the sewer flush, the moai roar, the temple boulder, the foundry presses, urban rush hour); those maps are plain places now. They are built once, on the finished layout, from GIM[map] in game.js.
| Map | Theme | The one thing it does |
|---|---|---|
| Blank | Open arena | ๐ช Hot Seat: a healing ring that moves every 40 s |
| Urban | City | ๐คซ climbable skyscraper |
| Warehouse | Industrial | ๐๏ธ Crane Drop: the overhead crane drops crates on marked spots, and leaves them as cover |
| Forest | Woodland | ๐ฅ Wildfire: fires start and spread through the pines |
| Vietnam | Jungle | ๐ชค Punji Pits: hidden spike pits root and cut |
| Volcano | Lava field | ๐ Geysers: vents bubble, then launch you 12 m up |
| Cyber | Neon city | โก Neon Launchers: chevron pads fire you across the map |
| Desert | Arid | ๐๏ธ Quicksand: slow, then sinking, pits |
| Tundra | Snowy | โ๏ธ Thin Ice: pale sheets crack if you stand on them |
| Space Station | Sci-fi | ๐ Low gravity domes |
| ๐ฌ Airport | Terminal | Breakable glass + lights; darker as lights die |
| ๐ช Trenches | WWI | Pilotable mortars (hold E) |
| โข๏ธ Chernobyl | Nuclear | 4 destructible reactors, toxic gas |
| ๐ข๏ธ Refinery | Industrial | ๐ฅ Oil Fire: slicks make you slide; shoot one and it burns |
| ๐ Skydock | Spaceport | Launch Countdown: the pad becomes a furnace ยท pads up to the gantries |
| โฃ๏ธ Sewer | Tunnels | — |
| ๐ Gravity Lab | Lab | Gravity Wells pull everything in; the core kills |
| ๐ท Glassworks | Factory | ๐ช Shatter: glass sheets break into cutting shards |
| ๐ข Carrier | Warship | ๐ Rolling Sea: the deck rolls the view and drifts you to the low side |
| ๐ฒ Overgrowth | Ruined city | ๐ฟ Strangler Vines root you; shoot the bulb |
| ๐ฐ๏ธ Orbital Station | Sci-fi | Shoot the window and the vacuum takes the room |
| ๐ญ Foundry | Heavy industry | — |
| ๐ช Carnival | Fairground | ๐ Carousel: carries you round, then throws you off |
| ๐งฌ Biosphere | Dome | Four climates, one dome |
| ๐จ Lockdown | Prison | Shoot the fuse box: lights out |
| ๐ฅ Studio | Film set | Fog Machines whiteout the sets |
| ๐ Temple | Ruins | — |
| ๐ Holiday | Village | ๐ Sleigh Run: presents (and coal) fall from the sleigh |
| ๐งช Labyrinth | Maze | ๐ Shifting Walls rise out of the floor |
| ๐๏ธ Arena | Stadium | ๐ Sprinklers wet the pitch and shove you |
| ๐ญ Opera | Theatre | Shoot the chandelier |
| ๐ Doomsday | Ruined city | Debris, fire pillars, a heli |
| ๐ Train | Terminal | The Express crosses the middle track at 40 m/s |
| ๐ Dreamscape | Surreal | Portals in pairs, across the map |
| โ Pearl Harbor | Harbour | โ๏ธ Air Raid: a bomber walks a line of bombs across the quay |
| ๐ข Titanic | Liner | ๐ง Taking Water: the flood rises; go up |
| ๐ Supermarket | Store | ๐ Cart Rush: loose trolleys run the aisles |
| ๐๏ธ Pyongyang | Capital | ๐ฆ Searchlights call the guns on you |
| ๐ง Traffic Cone Republic | Roadworks | Toll Lanes: 10 health for 5 s of speed |
| ๐ฟ Flying Moai | Plateau | — |
| ๐บ๏ธ Big Arena | Fortress | ๐ช Airdrop: a crate that full-heals and refills |
| ๐บ๏ธ Super Arena | Twin compounds | ๐ฃ No Man's Land mines |
| ๐บ๏ธ Big Harbor | Harbour | A sea channel between two quays: cross by ship, pier or crane |
| โ๏ธ Sky Arena | Heaven | A cross of white marble and gold floating in the clouds: eight gate towers with decks and spires, a glowing hub with a stair up every side. Step off an edge and you fall for a long time |
| ๐๏ธ Shipyard | Dockyard | A Z-shaped yard: two yards joined by a causeway with a working tower crane, containers you can walk into (and climb), a ship moored in each inlet. Water on every side |
| ๐๏ธ Battleground | Arena | A professional arena in grey and white under red lights: stands on the long sides, a raised centre stage, a bunker with a stair in each quarter, and a tunnel for each team |
| ๐๏ธ Atoll | Beach | A ring of sand round a turquoise lagoon, with a notched corner, two spits, a sandbar on a causeway and a lighthouse on the islet in the middle (it stands on every line between the spawns). Tiki bar, boat shed, wreck, cabanas, a stone arch, a lifeguard tower and two docks; the sea is the end of anyone who steps off |
| โ๏ธ Storm Pier | Pier | Lightning strikes; rods catch them |
| ๐น๏ธ Pinball Arcade | Table | Bumpers and launch pads |
| ๐ด Laser Vault | Vault | Sweeping beams: jump red, duck cyan |
| ๐ฆ Cargo Belts | Warehouse | Conveyors carry you to the shredders |
| ๐จ Gale Peaks | Mountain | Wind gusts and updrafts |
| ๐ Magma Rise | Cavern | The floor turns to lava on a timer |
| ๐ BR Arena | Massive | 250ร250, vehicles + helis + mortars (KOTH only) |
๐คซ Map Secrets
๐ซ Weapon Arsenal
Over 200 weapons across 4 slots. Most are buyable in the shop; admin items are promo-code only.
Every gun now punches the actual camera on fire, not just the viewmodel โ it used to be that only a handful of weapons (the Revolver most noticeably) visibly kicked the screen; the rest only wiggled the gun prop. The kick scales off the same damage/speed/rate formula the viewmodel wobble already used, so a Revolver still hits harder than a Cycler, but nothing hits for zero anymore. It snaps back fast โ this is an impact punch, not a second recoil pattern stacked on your aim.
Notable P2W Weapons
| Weapon | Slot | Cost |
|---|---|---|
| Royal Minigun | Primary | 3,500๐ฉ |
| Orbital Strike | Utility | 2,500๐ฉ |
| Titan Hammer | Melee | 2,400๐ฉ |
| Black Hole Seed | Utility | 2,200๐ฉ |
| Lightsabre | Melee | 1,800๐ฉ |
| Vampire Blade | Melee | 2,000๐ฉ |
๐ Sci-Fi P2W (Cosmic Tier)
Ten primaries with reality-bending themes: Event Horizon Rifle (168,000๐ฉ), Void Harvester (280,000๐ฉ), Nebula Mortar (245,000๐ฉ), and more. Plus matching secondaries, melees, and utilities. ~3.01M donuts total
๐ช Admin Items (24)
Unlockable only via case-sensitive promo codes. Bypasses the shop entirely. Once unlocked, they're permanently free on that account.
Heavy primaries Minigun M134, Anti-Material Barrett, MK-44 Bushmaster, GAU-19, XM7, HK-MP7, P90 Spec
Secondaries Desert Eagle, M1911 Match, Walther PPK, Glock 18, Five-Seven
Combat knives Karambit, Trench Bayonet, Tomahawk, OTs-04, Spec-Ops Garrote
Utilities C4 Charge, Claymore, M84 Stun, Thermite, Predator UAV, Care Package, Tactical Nuke
๐ Best Loadouts (30 Curated)
Accessible via the ๐ BEST LOADOUTS button on the loadout screen. Tap to auto-equip.
| # | Name | Theme |
|---|---|---|
| 1 | ๐ The Lockdown | Tournament-grade fundamentals |
| 2 | โก Caffeine Crash | Outrun every bullet |
| 3 | ๐ฏ Headhunter | One scope. One tap. |
| 4 | ๐ฅ Demo Disco | Explosives party |
| 5 | ๐ฅ Arsonist's Holiday | Everything burns |
| 6 | ๐ค 404: You Lose | Disable & dismantle |
| 7 | ๐ฅท Lights Out | Heard, never seen |
| 8 | ๐ก๏ธ Immovable Object | You will not pass |
| 9 | ๐ Recess Bully | Playground chaos |
| 10 | ๐ช๏ธ Yeet Squad | Send them flying |
| 11 | โ๏ธ For The Realm | Knight's loadout |
| 12 | ๐ฉธ Bloodletter | Heal off their pain |
| 13 | ๐น Sherwood Special | Bows + bolas |
| 14 | ๐น No Brakes | Sprint-only kit |
| 15 | ๐ง Permafrost | Slow + finish |
| 16 | โก Thor's Allowance | Shock therapy |
| 17 | ๐ฏ Steady Hand | Mid-range scalpel |
| 18 | ๐ณ Recipe for Disaster | Kitchen tools |
| 19 | ๐ Credit Card Maxed | Pure P2W |
| 20 | ๐ข The Hedge | Camp + punish |
| 21 | ๐ Spacefarer | Sci-fi tech |
| 22 | ๐ช Clown Convention | Slapstick warfare |
| 23 | ๐ฎ Light Show | Refractive chaos |
| 24 | ๐ฆ Bread & Butter | Reliable in any mode |
| 25 | ๐ฅ Closing Time | Bar-fight ready |
| 26 | ๐ Reality Breaker | Endgame cosmic flex |
| 27 | ๐ค Loudpack | Subtle as a brick |
| 28 | ๐ช Boots on Ground | Mil-spec professional |
| 29 | ๐ฉน Field Medic | Outlive everyone |
| 30 | ๐ป Through the Veil | Phase past wards |
๐ Shop System
Open the shop from the mode-select screen. Five tabs: Bundles, Primary, Secondary, Melee, Utility, plus Chests, Wheel, and Upgrades.
๐ฉ Donuts
Earned at match end: 5 ร kills + 50 (win) / 20 (loss), capped at 250/match. Spend on weapons, bundles, chests, wheel spins, and the Admin Pass.
๐ผ Bundles (26)
Save 20-60% off the sum of individual prices โ bumped ~30% after the economy rebalance, since a deep bundle discount on top of "real" weapon prices was a loophole around the grind. Every bundle is a tight 1-4 item kit โ no more grab-bags.
Standard
| Bundle | Cost | Contents |
|---|---|---|
| Pitiful Pack | 1,980๐ฉ | AK20 ยท SG-8 ยท Revolver ยท Bat |
| Starter Pro | 1,720๐ฉ | AK20 ยท Revolver ยท Bat ยท Stim |
| Heavy Duty | 3,020๐ฉ | Minigun ยท Grenade Launcher ยท Machine Revolver ยท Crowbar |
| ๐๏ธ WWII Arsenal | 2,920๐ฉ | MP-40 ยท M1 Garand ยท Mauser C96 ยท Katana |
Themed
| Bundle | Cost | Theme |
|---|---|---|
| Sniper Pack | 3,020๐ฉ | Long-range duelist |
| Run & Gun | 2,240๐ฉ | Fast SMGs + speed |
| Melee Master | 2,500๐ฉ | Close quarters |
| Shotgun Pack | 2,240๐ฉ | Close-range chaos |
| Pyromaniac | 3,220๐ฉ | Fire weapons |
| Stealth Ops | 1,880๐ฉ | Silent kit |
| Storm Pack | 2,180๐ฉ | Lightning |
| Defensive | 2,340๐ฉ | Tank survival |
| Frostbite | 1,980๐ฉ | Cold weapons |
| Knockback | 2,600๐ฉ | Send 'em flying |
| Smart Tech | 3,180๐ฉ | Tracking drones |
| Mortar Squad | 2,860๐ฉ | Indirect fire |
| Sci-Fi Arsenal | 2,600๐ฉ | Energy weapons |
| Demolition | 3,120๐ฉ | Explosives |
| Archer's Kit | 3,020๐ฉ | Bows + traps |
| Marksman | 2,240๐ฉ | Precision |
| Knight's Honor | 2,140๐ฉ | Swords + shotgun |
Fun
| Bundle | Cost | Theme |
|---|---|---|
| Retro Pack | 600๐ฉ | Paintball, laser pointer, baguette, rubber duck |
| Chaos Mode | 780๐ฉ | Goofy weapons |
| Kitchen Catastrophe | 680๐ฉ | Frying pan, baguette, rubber duck |
Premium P2W
| Bundle | Cost | Contents |
|---|---|---|
| Royalty | 21,600๐ฉ | Royal Minigun + Vampire Blade + Hand Cannon + Orbital Strike (barely a discount) |
| ๐ Cosmic P2W | 2,730,000๐ฉ | All 19 sci-fi P2W items (~10% off) |
๐ฐ Earning donuts
A match pays 5๐ฉ a kill, plus 50๐ฉ for a win or 20๐ฉ for a loss, up to 250๐ฉ — about 85๐ฉ for an ordinary game. Every price in the game is in those same units, so the shop reads as matches of work:
| Weapon | Cost | About |
|---|---|---|
| Pistol, bat, baguette | 50–80๐ฉ | under a match |
| AK-20, SG8 | 880–1,000๐ฉ | ~10–12 matches |
| SR-X, minigun, railgun | 2,000–2,400๐ฉ | 24–28 matches |
| Chainsaw, Titan Hammer | 5,600–9,600๐ฉ | 66–113 matches |
| P2W | 84,000–280,000๐ฉ | 988–3,294 matches — legitimately out of reach, on purpose |
New accounts start with 500๐ฉ. Match rewards used to be multiplied by 400 while normal weapons were only doubled, so one match bought about seventy AKs; balances saved under that rate were scaled down once by the same 400, so every account kept what it had in matches.
๐ณ You can also just buy donuts. Four packs, $1.99 to $19.99, from about 1,000 donuts a dollar at the bottom to 2,000 at the top. Everything donuts buy is cosmetic or a weapon unlock, so paying makes you look better, not harder to kill. Stripe handles the payment and the game never sees a card number; the donuts are added by a signed message from Stripe to the server, not by the page you land on afterwards, so the receipt cannot be faked by reloading it. The store only exists if the server has been given payment keys — the offline build and any copy you run yourself simply will not show it.
๐ฆ Chests & ๐งฉ Fragments
Open chests to earn weapon fragments. Spend them to unlock any priced weapon (a quarter of its donut price in fragments, 100 at least), or spend them on upgrades.
| Chest | Cost | Drops |
|---|---|---|
| Common | 12,000๐ฉ | 750-1,875 frags + 0-2,250 donuts |
| Rare | 40,000๐ฉ | 2,625-6,000 frags + 2,250-7,500 donuts + 5% chance of a free weapon |
Match-end drops: Win = 50% common + 15% rare. Loss = 30% common + 5% rare. (Independent rolls โ not guaranteed every match.)
๐ก Daily Wheel
One free spin per day (UTC reset). Extra spins cost 100๐ฉ. Possible outcomes:
| Probability | Outcome |
|---|---|
| 45% | Donuts (60-180) |
| 35% | Fragments (12-30) |
| 14% | Big Fragments (40-80) |
| 5% | Small Rare (200๐ฉ or 100๐งฉ) |
| 0.7% | Big Bundle (400๐ฉ + 150๐งฉ) |
| 0.3% | JACKPOT โ random rare weapon โฅ400๐ฉ |
โจ Weapon Upgrades
Each owned weapon has three stats, each independently upgradeable up to level 10:
| Stat | Per-Level Effect | At Max (lvl 10) |
|---|---|---|
| Damage | +12% | +120% |
| Magazine | +25% | +250% (3.5ร) |
| Reload | ร0.85 | -85% (6.7ร faster) |
Costs per level (per stat): 30 / 60 / 120 / 240 / 480 / 800 / 1,200 / 1,800 / 2,500 / 3,500 fragments. Maxing one stat = 10,710 frags. Maxing all three = 32,130 frags.
๐ช Admin Pass
30,000 donuts for a 10-minute window where every weapon (including all admin items) is equippable. Trial-style flex โ once it expires, you go back to what you actually own.
๐ก Tips & Tricks
Useful
Strategic
๐ Fun Facts
Randomly shown in the lobby and 3 seconds after each match starts. 39 total facts across four categories: useful, strategic, secret, and funny. A sampling:
- "Chainsaw users are legally required to scream while charging."
- "Frying Pan does NOT in fact deflect bullets. Stop trying."
- "Tennis Racket reflects bullets. We don't know how."
- "Baguette ability 'Eat' heals you. Carbs."
- "Tac Nuke is balanced because it costs 250 of your fragile feelings."
- "Fists are free. They have always been free. They will always be free."
- "Trash123 has every admin item. Suspicious."
๐ง Tech Stack
- Three.js โ 3D rendering
- Socket.IO โ multiplayer networking
- Express + Node.js โ server
- Railway โ production hosting
- Vanilla JS โ no framework on the client
๐ฎ Controls
| Key | Does |
|---|---|
WASD | Move |
Space | Jump. Press it out of a slide for a slide jump โ lower, but it carries the slide with you. Some things you carry give a double jump in the air (fists, the crossbow, the air rifle, the dart gun, the Scythe, the Twin Knifeโฆ) |
Shift / Ctrl | Slide / crouch. Shift in the air is an air dash with a bladed weapon, one per jump |
1 2 3 4 | Primary ยท secondary ยท melee ยท support |
Q | Cycle slot |
H | (Archived for now: admin accounts only.) Combo mode / default mode for the eight melees that have a combo (Sledge, Fists, Battle Axe, Sabre, Bat, Frying Pan, Riot Shield, Spear). Combo mode: E chains the combo. Default mode: E is the one regular ability they always had. It is also in โ Settings โ MELEE MODE, and you cannot switch in the middle of a move |
B or middle mouse | Quick melee โ swings or fires the melee's ability, then puts you straight back on the gun you were holding. If your melee grants a double jump and you are in the air, it spends the jump instead |
R | Reload |
E | Ability, or aim down sights if what you hold has none |
T | Inspect โ turn the weapon over. Anything that opens, opens |
F | Interact / pilot |
V | Chat |
Tab | Scoreboard |
Slide into an explosion. A blast normally shoves you away from itself, which stops a slide dead. If one goes off in front of you while you are sliding, it drives you along the slide instead — and 50% faster than the shove would have been. Behind or beside you, it pushes you the usual way.
Status effects don't follow you. Fire, a slow, a root, an adrenaline or shield buff: all of it is cleared when a round starts, when you respawn and the moment you die, and the same goes for the bots. The Cyroclasm's chill does not stack: each hit only keeps a 40% slow alive for another moment, where it used to take 8 off your speed per shot and could pin you to the floor in a second. Its laser still roots for 3 seconds, but you cannot be rooted again for 2 seconds after it ends.
๐ง Characters
Everyone is built out of hard-edged blocks wearing a pixel texture, the way a Minecraft character is. They used to be bevelled boxes with a face drawn on: brows, a nose, cheeks and a smile, softened at every edge. At the size a player actually sees another player, that reads as a plush toy rather than a character, and the nose was three brown pixels that looked like damage.
Every character texture is a 16×16 grid of whole pixels, magnified with no smoothing and no mipmaps. That rule is the whole look — one gradient or one half-pixel edge and the character stops reading as pixel art and starts reading as a small drawing, which is worse than either. Eyes are deliberately big and low on the face: at three pixels they vanished past a few metres.
Everyone is the same soldier in different colours. The kit that worked was the SWAT one, so it became the template and the default: balaclava under a helmet, a goggle band across the eyes, a plate carrier whose magazine pouches have amber tips, knee pads. The body is identical on every skin — what tells them apart is the head, which is how real kit reads at the distance you actually see another player from.
Six issues. Operator is the default, black on black with grey webbing. Soldier is olive with the goggles pushed up onto the helmet and the face uncovered — the only one in the set you can see is a person. Riot is navy behind a full clear face shield, with the face drawn dimmer through it. Desert Recon is a sand helmet, amber goggles and a shemagh wrapped over the nose and mouth, with no skin showing at all. Night Ops is three blacks and two green tubes, nothing else. Juggernaut is welded plate with a slit, lit red from inside.
The old name-seeded look is still there as Recruit, and the accessory skins (Shadow, Spiky, Green Cap, Riot Chad) keep working. Sizes, joints and hitboxes did not move by a millimetre, so animation and shooting cannot tell which skin is on.
๐จ Skins
Skins are purely cosmetic. Every one of them changes how a weapon looks — body and accent colours, the tint of its tracer, sometimes a effect shell like crystal or smoke — and none of them changes damage, spread, fire rate, magazine, reload or anything else that decides a fight. A gold AK kills exactly as fast as a cardboard one.
That is enforced in code rather than by discipline: a skin's stats are filtered down to the cosmetic keys before they ever reach the weapon, so a skin that declared a damage number would simply be ignored.
There are three kinds. Colour themes (70+) repaint every gun at once. The newest six are paintings rather than plain colours: veined Marble, chip-and-cement Terrazzo, a night-drive Synthwave sun over a glowing grid, a Blueprint covered in dimension lines, and two camo recolours (Desert Storm, Midnight Digital) — the point being that a wrap can be a whole picture, not just a tint. Model skins replace the weapon with a different object entirely — 91 of them across 72 guns, from the AUG to a leaf blower, a slushie machine, a telescope on the SR-X, a banana Desert Eagle, an accordion MG42, a boombox for a shockwave launcher, a toaster for twin barrels and a tuba where the bazooka was — and they keep the weapon's stats, its reload track and its prop beats, so nothing about the fight changes. Melee model skins do the same for the other hand: 30 of them — every melee you can actually equip now has an alternative, admin blades included. The knife becomes a floss dispenser, the fire axe becomes an actual electric guitar (it is called an axe), the riot shield becomes a trash can lid, the lightsabre becomes a fluorescent tube, the Vampire Blade becomes a ketchup bottle, the Volt Whip becomes a string of Christmas lights and the Gravity Hammer becomes a meat tenderizer. On the admin rack the Karambit becomes a can opener, the Trench Bayonet a cocktail toothpick, the Tomahawk an ice scraper, the OTs-04 a nail file and the Spec-Ops Garrote a phone charger. Same damage, same reach, same ability.
One family goes further than a different object. The emoticon skins are
guns drawn out of characters — the text gun ᵕᠵデᡁ╼━
stretched into three dimensions, white faces with black rims and nothing in between. There are
five of them, on the AK-20, pistol, SR-X, SG8 and minigun, and they fire -. The
dash is the only thing in the game a skin changes about a projectile, it is still purely
cosmetic, and it only applies to rounds YOU fire: an enemy holding the same weapon is holding
their own skin, and the server is never told about any of it.
Every gun skin has its own sound, and every object has its own reload. A barcode scanner beeps and takes a battery; a glue gun takes a glue stick in the back; the crisp tube is refilled with crisps; the champagne is shaken and re-corked; the egg timer is wound; the pipe organ has its bellows pumped; the emoticon guns are backspaced and retyped. Skins that are real guns — the AUG, the Dragunov, the M249 — keep their gun’s reload, because they take the same ammunition, but each has its own voice. All of it is heard only by you: other players hear your gun, not your skin.
Everything you draw is pulled up from the hip, and it takes time. A weapon swings up from off-screen bottom-right as one rigid object, and until it is up you cannot shoot, swing, throw, reload or use its ability (a thin bar under the crosshair drains while you wait; the quick ones show none). The time depends on what it is, from the table in the game: sidearms take 0.3–0.5 s (the pistol is the quickest gun at 0.3, the hand cannon the slowest sidearm at 0.5), small blades are nearly instant (fists 0.10, knife 0.12, katana 0.17), SMGs about 0.52–0.56 s, an AK-20 0.7 s, rifles and shotguns 0.65–0.9 s, launchers and machine guns about a second to 1.25 s, and the minigun 1.5 s, the slowest and the cap: nothing takes longer. A big melee is in between (a sledge 0.52, a chainsaw 0.6). Pressing the key for what you are already holding costs nothing, quick melee (B) takes no time, there or back, and a Dice Duel roll is its own wait. The old weight table could not say which gun is heavy (every sidearm and utility is the same 0.05, and the minigun shares a 0.30 with the sledge), so this is a table by weapon, with a default per slot for anything new.
Some skins make a better entrance. Draw the Hyperspace AK and it arrives as crystal shards hanging in space around your hands, which then fuse into a rifle. The Origami Pistol folds itself up out of a sheet of paper, the Brick XM7 is snapped together a brick at a time, the 8-Bit SR-X pops in a pixel at a time, and the Portal SG8 steps out of a portal. It is only something to look at: fire, reload or aim and the gun is instantly whole, so an entrance can never make you slower to shoot.
Close range gets them too. The Hyperspace Knife fuses from crystal like the AK; the Butterfly Knife’s handles flip round the blade and close as the grip; the Laser Katana’s blade runs out of the hilt; the Frost Axe is tossed up and caught; the Outlaw Shorty spin-cocks round its loop lever; and the Gunslinger twirls twice round the trigger finger. Swing a blade or fire a gun and it is instantly ready.
A few never stop moving while you hold them. The Singularity Knife is pulled out of a black hole — stretched thin as it comes — and black and white sparks flash off it constantly. The Sakura Katana blooms out of a swirl of petals and keeps shedding them. The Thunder Spear arrives on a lightning strike with arcs crawling along the shaft. The Blueprint AK is the AK as its own technical drawing: it scans itself in and flickers like a hologram. The Glitch Deagle teleports together, and every so often a piece is somewhere it should not be.
More of them: the Fishbowl Carbine fills with water when drawn and three fish live in it; the Clockwork Coilgun clicks together like something wound, its gears never stop turning and it lets off steam; the Neon SMG warms up a tube at a time like a sign, its colours drifting; the Constellation Launcher draws its stars, then the lines between them, then itself, with stars twinkling inside; the Phantom Cannon fades up out of nothing and breathes, shedding wisps; and the Balloon Sword is blown up hilt to tip and never quite stops wobbling.
๐ The Rainbow AK is split out of a prism. A beam of white light hits a spinning prism in front of your hands, it splits into seven, and every piece of the AK comes out of the prism along its own colour — red first, violet last. The prism shatters, rainbow rings blast out, and from then on the colours flow down the gun. Its rounds are rainbow too.
๐ฌ Entrances come out of Skin Case Gen 2. Every skin above that plays an animation when you draw it — 60 of them, 45 guns and 15 melee — is dealt by that case: 5,000๐ฉ — about 59 matches, well under any P2W weapon (cheapest is 84,000๐ฉ). Rarity sets the odds rather than the price. The roll is weighted mythic 1 : legendary 2 : rare 3 : good 6, so a balloon knife turns up early and often while the Rainbow AK sits at roughly 1% on a fresh account and each of the fourteen donut weapons at half that. No case is ever wasted: each one deals a skin you do not own yet, and duplicates only start once you own them all, so the whole set is exactly 60 cases — 300,000๐ฉ, which nobody is going to finish. The server owns both the roll and the record of what you have pulled, so neither can be claimed from the browser. The Legend entrances below are not in it — those are earned, not bought.
There are two cases. Gen 1 (1,500๐ฉ) holds the basic skins and the realistic military models: the Dragunov, the M249, the Remington 870, the MGL. Gen 2 (5,000๐ฉ) holds the entrances. You can buy a case anywhere, but you have to be standing in Lobby 13 to open one.
The Donut Case used to be a third, with a pool of two — which is a vending machine, not a case. Both its weapons draw with an animation, which is Gen 2’s whole rule, so The Glazer and the Ring King moved there as its rarest tier, and twelve more donut guns — the Glazed AK, Rocket Cruller, Glazed Uzi, Snack Sidearm, Powdered Pump, Long John SR-X, Sprinkle Vector, Glaze Launcher, Sprinkle Spinner, Creamline MP40, Dessert Eagle and Doughboy Shorty — joined them. Each is half as likely as the Rainbow AK, about 0.5% on a fresh account. Their rounds are little glazed donuts that leave a glowing trail, and they fire with a metallic ring instead of a pop. Anyone still holding an unopened Donut Case gets a Gen 2 case instead.
๐ง The Field Radio is the one skin you cannot buy, open or roll for: you get it by escaping the Zombie Tower. Climb the twenty-four floors, survive the horde on the roof, kill the last of them, pick up the radio it drops and call for the way out, and the AK-20 becomes that radio — olive set, amber frequency window, a whip aerial where the barrel was, the handset on its coiled cord clipped to the side. It keeps the AK-20’s stats like every other model skin. The server hands it over the first time an account completes the mission (a run under five minutes is ignored), and it stays yours after that.
๐ฅ FFA Legend skins are the real weapon, cursed: turned to obsidian, the small hardware glowing like embers, spikes driven out along the spine and flanks, and black and red fire burning off the top with embers lifting off it. Drawing one makes the fire flare up with a whoomph, and your rounds fly as red-hot streaks trailing black smoke. There are eight: the AK-20, pistol, SG8, SR-X and Vector, and the knife, katana and bat.
They are earned, and it is meant to take forever: deal 1,000,000 damage in FFA, or win 5,000 FFA matches — whichever comes first unlocks all eight at once. Progress shows on every locked Legend in the skins panel. Damage is counted by the server as it lands, so it cannot be claimed; a win only counts from a real FFA match that has run at least 30 seconds, where you landed a kill the server saw. You need to be logged in for any of it to count.
Every Legend makes its own entrance and none are alike: the AK rises out of an eruption of fire; the pistol is packed in a black cube that folds open; the SG8 is forged, red hot under three hammer blows, and cools with a hiss; the SR-X rains down in pieces like meteors; the Vector spirals in on a fiery vortex; the knife is thrown up and drilled round three times; the katana is drawn from a black scabbard; the bat is slammed down with a ring of fire. The fire catches with a whoomph once it is whole. None of the guns reload with a magazine either: a wave of red light bursts through the AK; the pistol takes a burning soul; the SG8 takes coals; the SR-X draws red energy back up its barrel; and the Vector takes a molten magazine.
The older melee skins (27 of them) were a name and a look on the same weapon, keeping the base item's numbers and its ability. A skin that is only a different caption is not a skin, so they have all been deleted (Brass Knuckles, Hatchet, Machete, Cane, Lead Pipe, Wrench, Shovel, Gold Brick, Tennis Racket, Nonstick Pan and the rest); what players had already pulled stays in their inventory and does nothing. Before that the same rule had already taken Dental Floss, Pool Noodle and Umbrella Sword.
๐ Every Primary (77)
| Name | Type | DMG | MAG | RATE | FIRE | ABILITY | PRICE | NOTES |
|---|---|---|---|---|---|---|---|---|
| AK20 | AR | 25 (58 head) | 30/90 | 12/s | AUTO | Focus Fire | 250๐ฉ | The reference gun had fallen behind: at 200 damage a second it lost to every SMG and to a good few of the secondaries, and Andy and ChatGPT both called it too soft. 24 → 25 a round and 8 → 12 a second makes 300 dps, with the same promises as before: no spread, no falloff to 28 m, and a reload you have to cock — chunk, chunk — so pick your moment. Twelve to the body is one second flat; six to the head. |
| AK30 | AR+ | 22 | 45/135 | 7/s | AUTO | Armor Pierce | 300๐ฉ | |
| SG-8 | Shotgun | 18 | 8/32 | 2/s | SEMI | Bullet Wave | 220๐ฉ | Weakest gun in the starter loadout, by the numbers, and it showed. Pump speed doubles — 900 ms → 450 ms between shots — so the second barrel is there for you a lot sooner instead of leaving you standing there after a whiff. |
| SG100 | Shotgun+ | 70 | 10/50 | 1/s | SEMI | Fan Hammer | 380๐ฉ | |
| SR-X | Sniper | 95 | 5/20 | 1/s | SEMI | Light Speed | 500๐ฉ | |
| RPD | LMG | 10 | 300 | 17/s | AUTO | Overclock | 450๐ฉ | |
| MP-40 | SMG | 20 | 40/120 | 13/s | AUTO | Piercing Round | 200๐ฉ | 15 a round could barely take 50 off a player at range: the fire rate was there and the damage wasn't. 15 → 20 at 13 a second is 260 dps, fifteen to the body, and a 40-round mag that can nearly kill on its own. It still loses its damage with range like every SMG, so it is a corridor gun, not a rifle. |
| P90 | SMG+ | 10 | 50/150 | 35/s | AUTO | Hyperspin | 350๐ฉ | Pin accurate and always was — the spread is 0.005, which puts every round inside a hand's width at 25 m. What stops it is recoil: the P90 was the first weapon in the game with real recoil, and with a mag of fifty the kick per shot is tiny and the CLIMB is what you feel. It should feel like a laser for the first half-second and a fight after that. Aim down sights and it kicks 45% less. A small spread bloom stacks in with every shot, so shot 1 is always clean and shot 40 is not. Nerfed: it was 15 × 50/s = 750 dps and melted a player in well under half a second. Now 10 × 35/s = 350 dps: still the fastest-firing gun, and a kill takes about a second. On a 60 Hz screen the shot gate runs once a frame, so you see 30/s. |
| Paintball | Paintball | 30 | 16/48 | 8/s | AUTO | Splat Bomb | 120๐ฉ | Bullet speed dropped 84 → 50 — this thing lobs, easy to see coming and lead away from at range. In exchange the blob itself got real: bulletSize 0.07 → 0.2, and hit detection counts a bullet's own radius toward landing a hit. Up close, that fat paint blob is far more forgiving than the raw numbers suggest. Rebalanced: 40 a splat from an 8-shot hopper at 5/s was a slow, awkward marker. 30 × 8/s with a 16-shot hopper is 240 dps and a volume gun: fewer big hits, more paint. |
| Burst Rifle | Burst AR | 47 | 21/63 | 11/s | AUTO | Triple Burst | 280๐ฉ | 1,340 dps turned out to be too much of a wide margin — damage comes back down 25% (63 → 47), landing at exactly 1,000 dps while the trigger is down. Still exactly three rounds before it locks you out for 0.75 s, whether those three land back-to-back or spread over separate taps. Three shots is now 141 damage against a 300 HP player — hard-hitting, no longer nearly a one-burst kill. Falloff floor and fire rate are unchanged. It also felt like a spam gun: 36/108 was twelve bursts a magazine and forty-eight in total, enough to hold the trigger down and never think about it. Now 21/63 — seven bursts a magazine, twenty-one in total — so every burst is a choice and the reload actually comes up. |
| Lever Rifle | Marksman | 93 | 8/40 | 2/s | SEMI | Deadeye | 360๐ฉ | A real lever gun kicks your head back with every round you cycle, and this one never did. Damage is up 50% (62 → 93) and now there's a matching jolt to work the lever through — up to nearly 2° of climb on consecutive shots that settles fast once you let off. |
| Auto Shotgun | Shotgun | 12 | 12/48 | 4/s | AUTO | Tight Choke | 340๐ฉ | |
| Vector SMG | SMG | 18 | 32/160 | 22/s | AUTO | Overdrive | 300๐ฉ | The Vector should feel like the fastest-chewing SMG in the game — a gun you win close fights with by sheer volume. It was underpowered: a full magazine was 32 × 12 = 384 damage against a 300 HP player, so you could not even kill one person per mag, and the spray was the loosest of any SMG. Damage is up 50% (12 → 18) so a clean 32-round mag is now 576, and the magazine itself is left alone. The spray is tighter (0.017 → 0.012), and its damage now holds up further out (full damage to 14 m, floor at 44 m) where other SMGs fall off. It is still an SMG: close range is where it lives, and it empties in under two seconds, so every reload still matters. |
| Crossbow | Projectile | 100 | 1/18 | 2/s | SEMI | Power Charge | 280๐ฉ | One bolt, a hundred damage, three to the body (it was four at 80). It is a semi-auto at 2 a second as far as the trigger goes; the 1.2 s reload after every bolt is what really sets its pace, so the buff is in the hit, not in the volume. It has a scope now: aim and the lens fills the screen, at about 2.5×, with range marks under the cross for the bolt's drop. |
| Flamethrower | Area | 6 | 80/160 | 29/s | AUTO | Propane Burst | 420๐ฉ | It no longer melts people by holding the trigger — it sets them on fire and lets go. Direct damage is halved, but one pellet lights you for 7 a second over ten seconds, which is 70 off a 100 HP bar, and it does not stack: touching someone again refreshes the burn rather than adding a second one. In exchange the flames stop dead at 12 m instead of carrying 86, and you move 10% faster while pouring it on. It should feel like a weapon that forces the fight close, marks whoever it touches, and then walks away. |
| Grenade Launcher | Explosive | 90 | 6/18 | 1/s | SEMI | Cluster | 500๐ฉ | A buff aimed at how clunky this felt to actually use, not at its damage: follow-up shots come 30% faster back to back (900 ms → 692 ms) and the reload is 20% quicker (1.8 s → 1.5 s). Still 90 damage, still no one-shots — it should feel like using the gun instead of waiting on it. |
| Railgun | Charge | 110 | 3/12 | 1/s | SEMI | Overcharge | 600๐ฉ | |
| Minigun | Heavy | 27 | 180/360 | 31/s | AUTO | Spin-Up | 600๐ฉ | 281 damage a second was forgettable for a chaingun. It's now three times the damage per bullet — same 31 rounds/s, 844/s while it's spinning — with the commitment to match: fire it for 10 straight seconds and the barrel locks up for a 2 s warm-up you can't shoot through. Aim down sights and it never needs to warm up at all, because the barrel never stopped turning — but that focus costs half your speed instead of the usual 30% hip-fire penalty (down from 40%, since it's not just heavy anymore, it's dangerous). |
| Freeze Gun | Control | 13 | 30/90 | 9/s | AUTO | Cryo Nova | 350๐ฉ | |
| Boombow | Explosive Bow | 32 | 1/42 | 5/s | SEMI | Power Draw | 500๐ฉ | A rapid-fire bow now: four times the draw and the reload it had, a third of the damage (it was 95), and a slow arrow (34 m/s, it was 68) you have to lead. One arrow at a time, so the reload is the pace: about three arrows a second. The quiver went from 14 to 42 so a magazine's worth of damage is still in it. It is not a one-shot-on-headshot weapon any more (a headshot is double, 64). |
| AN-94 | Hyperburst AR | 24 | 30/90 | 8/s | AUTO | Hyperburst | 380๐ฉ | |
| SPAS-12 | Tactical Shotgun | 20 | 8/24 | 1/s | SEMI | Slam Fire | 360๐ฉ | |
| M1 Garand | Battle Rifle | 117 | 8/32 | 3/s | SEMI | Last Ping | 380๐ฉ | A battle rifle chambered for something that hits like a battle rifle now: damage up 50% (78 → 117), with real recoil to earn it — the kind of kick that means you're resetting your aim every shot, not walking it up like an SMG. |
| Plasma Carbine | Energy Rifle | 18 | 25/100 | 7/s | AUTO | Plasma Storm | 420๐ฉ | |
| Arc Rifle | Lightning | 22 | 20/80 | 5/s | AUTO | Overload | 400๐ฉ | |
| Gravity Launcher | Heavy | 75 | 2/10 | 1/s | SEMI | Singularity | 480๐ฉ | |
| Potato Cannon | Joke Launcher | 60 | 1/10 | 1/s | SEMI | Rotten Potato | 220๐ฉ | |
| Sticker Blaster | SMG | 8 | 50/200 | 17/s | AUTO | Sticker Bomb | 280๐ฉ | |
| Harpoon Gun | Heavy Projectile | 95 | 1/6 | 1/s | SEMI | Chain Pull | 440๐ฉ | |
| Mortar Rifle | Indirect Explosive | 85 | 3/12 | 1/s | SEMI | Airburst | 480๐ฉ | |
| Arc Torrent | Beam | 5 | 100/200 | 10/s | AUTO | Surge | 460๐ฉ | |
| Firework Launcher | Explosive | 50 | 2/10 | 1/s | SEMI | Grand Finale | 360๐ฉ | |
| Switchblade Gun | Adaptive | 50 | 12/36 | 3/s | SEMI | Recombine | 420๐ฉ | |
| Flechette Rifle | Precision AR | 16 | 40/120 | 14/s | AUTO | Needle Storm | 380๐ฉ | |
| Thermal LMG | Heavy LMG | 11 | 180/360 | 18/s | AUTO | Vent Burst | 520๐ฉ | |
| Burst Cannon | Heavy Burst Rifle | 40 | 24/72 | 2/s | AUTO | Stabilizer | 480๐ฉ | |
| Incendiary Shotgun | Fire Shotgun | 14 | 8/32 | 1/s | SEMI | Dragon Breath | 400๐ฉ | |
| Coilgun | Electromagnetic Rifle | 92 | 5/20 | 1/s | SEMI | Overcharge | 460๐ฉ | |
| Smart SMG | Tracking SMG | 9 | 36/144 | 22/s | AUTO | Target Link | 380๐ฉ | |
| Anti-Material Rifle | Heavy Sniper | 180 | 3/12 | 1/s | SEMI | Armor Break | 2,000๐ฉ | Archived. It did the SR-X's job with a bigger number and a slower reload: same one-shot sniper, same bolt, a worse trade. With both in the shop the SR-X was the only one anyone had a reason to pick, so the AMR is out of the shop, the loadouts and the chests. It is still a valid item for anyone who already owns it, and it turns up in the dice modes. |
| Compressed Air Rifle | Silent Rifle | 51 | 20/80 | 6/s | SEMI | Silent Step | 320๐ฉ | Damage up 50% (34 → 51) with the lightest recoil of this whole pass — no gunpowder, no real kick, but a pneumatic charge still pushes back a little. Still silent, now actually worth reaching for. |
| Shockwave Launcher | Knockback Heavy | 48 | 4/16 | 1/s | SEMI | Concussion Blast | 460๐ฉ | |
| Twin Barrel AR | Dual Rifle | 20 | 32/96 | 7/s | AUTO | Dual Burst | 440๐ฉ | |
| Swarm Rifle | Tracking AR | 11 | 60/180 | 22/s | AUTO | Hive Mode | 460๐ฉ | |
| Lazy Laser | Wide Beam | 6 | 120/240 | 11/s | AUTO | Full Sweep | 420๐ฉ | |
| Storm Cannon | Lightning Explosive | 70 | 4/16 | 2/s | SEMI | Thunderstorm | 540๐ฉ | |
| Royal Minigun | Premium Heavy | 12 | 400/400 | 29/s | AUTO | Golden Overheat | 3,500๐ฉ | |
| Prism Launcher | Bouncing Light | 38 | 12/36 | 3/s | SEMI | Rainbow Split | 420๐ฉ | |
| Foam Cannon | Industrial Utility | 18 | 6/24 | 1/s | SEMI | Foam Fortress | 280๐ฉ | |
| Airburst Projector | Knockback Tech | 22 | 8/32 | 2/s | AUTO | Cyclone Pulse | 360๐ฉ | |
| Glassmaker | Caustic Projectile | 28 | 10/40 | 3/s | AUTO | Crystal Rain | 380๐ฉ | |
| Magnet Rifle | Electromagnetic | 16 | 24/96 | 7/s | AUTO | Polar Shift | 380๐ฉ | |
| Seismic Hammer | Ground Shockwave | 70 | 4/16 | 1/s | SEMI | Earthbreaker | 480๐ฉ | |
| Painter Beam | Effect Painter | 6 | 60/180 | 13/s | AUTO | Spectrum Blast | 300๐ฉ | |
| Portal Launcher | Spatial | 10 | 6/12 | 2/s | SEMI | Portal Storm | 460๐ฉ | |
| Pulse Disc Launcher | Bouncing Disc | 32 | 8/32 | 2/s | SEMI | Hyper Disc | 380๐ฉ | |
| Gravity Paint | Reality Paint | 4 | 30/90 | 8/s | AUTO | Anti-Grav Field | 400๐ฉ | |
| Traffic Controller | Signal Painter | 4 | 18/54 | 5/s | SEMI | Gridlock | 320๐ฉ | |
| Pinball Launcher | Chaos Heavy | 60 | 3/12 | 1/s | SEMI | Multiball | 440๐ฉ | |
| Event Horizon Rifle | Gravity AR | 75 | 18/54 | 4/s | AUTO | Collapse | 12,000๐ฉ | |
| Storm Core | Plasma Heavy | 55 | 24/72 | 5/s | AUTO | Supercell | 10,000๐ฉ | |
| Absolute Zero Projector | Cryo | 35 | 30/90 | 10/s | AUTO | Cryostasis | 11,000๐ฉ | |
| Solar Lance | Beam | 12 | 200 | 25/s | AUTO | Solar Flare | 13,000๐ฉ | |
| Phase Driver | Phasing AR | 60 | 20/60 | 5/s | AUTO | Ghost Protocol | 3,000,000๐ฉ | |
| Quantum Repeater | Time-Shift AR | 50 | 22/66 | 5/s | AUTO | Timeline Break | 14,000๐ฉ | |
| Magnetar Cannon | Magnetic Heavy | 90 | 12/36 | 2/s | SEMI | Polar Collapse | 12,500๐ฉ | |
| Nebula Mortar | Cosmic Indirect | 110 | 4/16 | 1/s | SEMI | Starfall | 17,500๐ฉ | |
| Prism Engine | Refractive Beam | 22 | 50/150 | 14/s | AUTO | Refraction Overload | 13,500๐ฉ | |
| Void Harvester | Void Heavy | 130 | 6/24 | 1/s | SEMI | Consume | 20,000๐ฉ | |
| GAU-19 Heavy ADMIN | Admin ยท Mounted MG | 50 | 500/1000 | 56/s | AUTO | Sustained Fire | โ | |
| MK-44 Bushmaster ADMIN | Admin ยท Chain Gun | 25 | 360/720 | 25/s | AUTO | Saturation | โ | |
| XM7 Service Rifle ADMIN | Admin ยท Battle AR | 60 | 40/120 | 13/s | AUTO | Precision Fire | โ | |
| Barrett M82 ADMIN | Admin ยท Anti-Material | 250 | 5/15 | 1/s | SEMI | .50 BMG Overload | โ | |
| M134 Minigun ADMIN | Admin ยท Gatling | 15 | 800 | 40/s | AUTO | Brrrrt! | โ | |
| HK-MP7 Operator ADMIN | Admin ยท PDW | 30 | 60/240 | 20/s | AUTO | Silenced Burst | โ | |
| FN P-90 Special ADMIN | Admin ยท Bullpup SMG | 22 | 80/240 | 17/s | AUTO | Spec Ops Drill | โ | |
| MG-42 D-Day only | MG | 15 | 5000 | 20/s | AUTO | โ | โ |
๐ Every Secondary (38)
| Name | Type | DMG | MAG | RATE | FIRE | ABILITY | PRICE | |
|---|---|---|---|---|---|---|---|---|
| Revolver | Secondary | 83 | 6/18 | 3/s | SEMI | Fan Hammer | 150๐ฉ | Solid but skippable at 55. Damage up 50% (→ 83) with real recoil to go with it, the way a six-shooter actually feels in the hand. Fan Hammer is now wild: the six shots go out in a cone that opens from about 2.5° to 5° as the hammer keeps falling, and the muzzle drifts up. It is a point-blank move now, not a free six-shot snipe. |
| Gunslinger | Secondary | 28 × 5 | 6/9 salvos | 1.4/s | SEMI | Lock-on trick shot | 220๐ฉ | It was the top weapon in the ranking: one 83-damage shot every 280 ms that could not miss a locked target (296 DPS, a 30-round magazine). A pull is now a salvo of five, 28 each. Unlocked, the five go out wide (spread 0.07, like a shotgun). Locked, each one still arcs up and in, but it takes a heavier 380 ms to arrive (staggered, 70 ms apart) and only about 45% of them land, so a lock is a lean, not a guarantee. 700 ms between pulls; a magazine is six salvos (the same 30 rounds, five at a time) with nine in reserve. Expected damage on a locked target is about 63 a pull, 90 a second, where it was 296. |
| Akimbo | Secondary | 24 | 20/60 | 8/s | AUTO | Crossfire | 280๐ฉ | Two pistols, one in each hand, firing in turn: the shot leaves the other muzzle every time, each gun kicks and runs its own slide, and a reload tips both in and swaps both magazines. 24 a bullet at 8 a second (about 190 a second: under the Machine Pistol's 285 and the AK's 300), accurate to start with and loosening as you hold the trigger, full damage to 10 m and a third of it by 32 m. Twenty rounds, ten to a gun. Crossfire empties both guns forward in two thirds of a second in a wide wild cone (20 rounds): brutal across a room, mostly wasted past it. |
| Flare | Secondary | 85 | 1/6 | 5/s | SEMI | Signal Flare | 80๐ฉ | Big, visible, and it actually reaches: the flare is a big glowing shot, a little slower than a rifle round, that stays up for up to five seconds and where it lands leaves a burn zone (2.4 m, ten seconds). It used to leave a glowing blob with its own light and smoke puffs, which made the screen lag; a plain burn zone costs almost nothing. It used to crawl at 26 m/s and fall so hard it was 2.8 m low by 20 m, so it hit the floor in front of anyone past a dozen metres and missed anyone who moved. Now it flies nearly flat (38 m/s, under a fifth of the usual drop: about 0.6 m low at 20 m), so you aim at the person, lead them a little, and the big glowing body does the rest. |
| Pistol | Secondary | 20 | 15/45 | 5/s | SEMI | Rapid Fire | 60๐ฉ | |
| Shorty | Secondary | 30 | 2/10 | 1/s | SEMI | Point Blank | 180๐ฉ | |
| Cycler | Secondary | 8 | 100 | 20/s | AUTO | Surge | 140๐ฉ | |
| Hand Cannon | Secondary+ | 105 | 5/20 | 2/s | SEMI | Execution | 260๐ฉ | Damage up 50% (70 → 105) and now the biggest kick of any pistol in the game to match — this is the one that should genuinely hurt to hold on target for a second shot. |
| Throwing Knives | Thrown | 45 | 3/18 | 4/s | SEMI | Volley | 120๐ฉ | |
| Taser | Control | 53 | 2/16 | 2/s | SEMI | Discharge | 200๐ฉ | Damage up 50% (35 → 53) with a light kick added — nothing like the Hand Cannon, but enough that you feel the jolt is coming from both ends. Two changes: the reload went 1.3 → 2.6 s, so firing both wires leaves you exposed for a real window; and a wired target is now planted, not frozen — it cannot walk, but it can still turn and shoot back. A taser that took away the other player's whole turn was not a fight. |
| Machine Pistol | Secondary | 20 | 24/96 | 14/s | AUTO | Akimbo | 220๐ฉ | Damage 14 → 20 (about 285 a second point-blank, a little under the AK-20): at 14 rounds a second it was a sidearm that took most of a magazine to hurt anyone. Still close range only: full damage to 8 m, down to a fifth of that by 28 m. Akimbo doubles it for four seconds. |
| Sawed-Off | Secondary | 35 | 2/8 | 1/s | SEMI | Double Barrel | 260๐ฉ | |
| Dart Gun | Secondary | 38 | 6/18 | 3/s | SEMI | Toxin Dart | 160๐ฉ | Damage up 50% (25 → 38, poison DOT unchanged) with the lightest kick of any gun getting this treatment โ a compressed-air dart launcher should barely nudge you, and it barely does. |
| Laser Pointer | Secondary | 6 | 50 | 13/s | AUTO | Blinding Flash | 120๐ฉ | |
| Coin Gun | Secondary | 30 | 8/32 | 4/s | SEMI | Jackpot | 180๐ฉ | |
| Machine Revolver | Secondary | 36 | 8/24 | 13/s | AUTO | Wild Spin | 240๐ฉ | The named example of a gun that was just there — fine numbers, no personality. Damage up 50% (24 → 36) with a P90-style climbing kick since it's the one full-auto gun in this batch, not a single big jolt per shot. Less accurate: spread 0.03 → 0.04 and it loosens a further 0.007 a shot (up to 0.08 at the back of the mag), and Wild Spin / Mag Dump fan their rounds out in a cone. Keep it for the room you are standing in. |
| EMP Pistol | Secondary | 26 | 12/48 | 4/s | SEMI | EMP Burst | 240๐ฉ | |
| Pocket Rocket | Secondary | 90 | 1/6 | 1/s | SEMI | Mini Barrage | 320๐ฉ | |
| Auto Revolver | Secondary | 42 | 6/24 | 8/s | AUTO | Deadeye | 220๐ฉ | It used to fire at 0.002 spread with aim assist on top — a laser with a revolver's name. Base spread is now 0.02 and it loosens a little more with every shot (up to 0.055), so it is a spray weapon you control with taps. That makes Deadeye (spread ×0.1) the reason to carry it, which is the point of an ability. Mag Dump goes wild too. |
| Freeze Ray (was the Frost Blaster) | Secondary | 5 | 1 | — | SEMI | Cryo Burst | 240๐ฉ | The combo starter. It used to be the Frost Blaster, a stream of bullets that took speed off a target until they froze to death. Now it has one shot (32 m): hit someone and they are frozen solid for 3 seconds — rooted in a block of ice (they can still turn and shoot) and taking +50% damage from every other weapon. The shot comes back after 5 seconds; a miss costs you the wait. Once they thaw they cannot be frozen again for 5 seconds. It is built to be a partner: freeze them, then swap to the shotgun, the melee or a Satchel. A Black Hole Seed holds them in one place long enough to do it. |
| Snubnose | Secondary | 48 | 6/18 | 4/s | SEMI | Fan | 140๐ฉ | Damage up 50% (32 → 48) with recoil added โ a short barrel means less to hold the muzzle down, so it climbs a little faster per shot than the full-size Revolver does. |
| Duelist | Secondary | 90 | 1/8 | 3/s | SEMI | Honor Shot | 280๐ฉ | |
| Mauser C96 | Secondary | 36 | 10/30 | 7/s | SEMI | Rapid Strip | 200๐ฉ | Damage up 50% (24 → 36) with recoil added โ fast semi-auto cycling on the C96 means the climb between shots barely has time to settle before the next one lands. |
| Mini Uzi | Secondary | 12 | 25/75 | 14/s | AUTO | Spray | 240๐ฉ | |
| Nail Gun | Secondary | 27 | 20/60 | 9/s | AUTO | Pin Down | 180๐ฉ | Damage up 50% (18 → 27) with a mild full-auto climb added โ nowhere near the Machine Revolver's kick, this is a nail gun, not a handgun, so it stays fairly plantable. |
| Boomstick | Secondary | 35 | 2/12 | 2/s | SEMI | Both Barrels | 220๐ฉ | |
| Signal Pistol | Secondary | 70 | 1/5 | 4/s | SEMI | Beacon | 200๐ฉ | |
| Throwing Axes | Thrown | 70 | 1/5 | 1/s | SEMI | Triple Toss | 240๐ฉ | |
| Shuriken | Thrown | 22 | 8/24 | 6/s | SEMI | Star Storm | 160๐ฉ | |
| Boomerang | Thrown | 35 | 1/4 | 1/s | SEMI | Trick Shot | 180๐ฉ | |
| Slingshot | Secondary | 24 | 1/12 | 3/s | SEMI | Volley | 100๐ฉ | |
| Blowgun | Secondary | 32 | 1/10 | 2/s | SEMI | Toxic Dart | 200๐ฉ | |
| Pulse Needle | Tracking Secondary | 14 | 12/36 | 9/s | AUTO | Detonate | 6,000๐ฉ | |
| Phase Pistol | Phasing Secondary | 45 | 8/24 | 4/s | SEMI | Blink Shot | 16,000๐ฉ | |
| Ion Revolver | Electric Revolver | 50 | 6/18 | 3/s | SEMI | Arc Burst | 14,000๐ฉ | |
| Desert Eagle ADMIN | Admin ยท Hand Cannon | 65 | 7/28 | 5/s | SEMI | Hand Cannon | โ | |
| M1911 Match ADMIN | Admin ยท Match Pistol | 50 | 8/32 | 8/s | SEMI | Mozambique | โ | |
| Walther PPK ADMIN | Admin ยท Spy Pistol | 45 | 8/24 | 10/s | SEMI | Stealth Strike | โ | |
| Glock-18 Auto ADMIN | Admin ยท Full-Auto Pistol | 30 | 33/99 | 14/s | AUTO | Mag Dump | โ | |
| Five-seveN ADMIN | Admin ยท Armor Piercer | 40 | 20/60 | 8/s | SEMI | AP Burst | โ |
๐ Every Melee (42)
Abilities that move you are animated now. Ground Slam (Sledge, Shovel, the hammers) is a crouch, a leap about ten metres up and forward, a beat at the top with the hammer overhead, then a dive — it lands with a boom, a shockwave ring and a camera shake. Lunge, Shield Charge, Shoulder Rush, Charge! and Ghost Dash are a real dash with the weapon thrust out that hits everything it passes through. The auto-swing abilities (Slash Combo, Butcher, Spetsnaz Combo, Combo Frenzy) now play a full stroke per swing and carry you forward with it; they swing every 100–240 ms where they used to restart the swing every frame. The Sledge's head is twice the size.
| Name | Type | DMG | RANGE | RATE | ABILITY | PRICE | |
|---|---|---|---|---|---|---|---|
| Bat | Melee | 38 | 2.1 | 2/s | Crowd Clear combo archived | 80๐ฉ | Regular ability (what everyone has): Forward charge, a rising swing, 100 damage and massive knockback. The combo (archived for now, admin accounts only): E is a chain of three flat blows: a swing (32), a backswing the other way (38) and a home run (a wind-up, then 70 and a huge knockback). Press E inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the last blow, 0.7 s if you stop half way. Default mode gives you the old Crowd Clear back (a forward charge and a rising swing, 100). |
| Sabre | Melee | 45 | 2.4 | 2/s | Lunge combo archived | 140๐ฉ | Regular ability (what everyone has): Dash forward and hit everything in the path. The combo (archived for now, admin accounts only): E is a chain of three: a lunge (a 6 m dash through everyone in the way), a cross slash (40, a short step forward) and a rising slash (55, it throws you up and pops them). Press E inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the last blow, 0.7 s if you stop half way. Default mode gives you the plain Lunge (one dash). |
| Frying Pan | Melee | 100 | 1.8 | 1/s | Pan Clang combo archived | 60๐ฉ | The swing: one blow is a third of a life (100), so it is paid for in time: the pan comes down 0.3 s after you click and stays dangerous for another 0.2 s, and the swing takes about 0.9 s all told. Click early and you miss; click and step back and it still lands on whoever walks into it. It was a 32-damage swat twice a second, which the Bat did better in every way, so now it is the slow one you have to time. Regular ability (what everyone has): An all-round clang, 3 m, 28 damage and a pop-up. The combo (archived for now, admin accounts only): E is a chain of three: clang (18), clang the other way (22) and a DONG (an overhead blow, 50, that pops them into the air). Press E inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the last blow, 0.7 s if you stop half way. Default mode gives you the plain Pan Clang (one all-round clang, 28, 3 m). |
| Sledge | Heavy Melee | 70 | 1.9 | 1/s | Ground Slam combo archived | 360๐ฉ | Regular ability (what everyone has): Leap 10 m up, hang, slam down: 4 m blast, 80 damage from 5.7 m and +12% for every metre higher, so about 120 from the top of the leap. The combo (archived for now, admin accounts only): E is a chain of three: hop (a jump with a small shock at take-off, 20), 360ยฐ spin (all round you, 40, and it holds you in the air a beat) and a backflip slam (the view tips back over, then you drive down: 110 in 5 m). Press E again inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the slam, and a chain you leave half thrown costs 0.7 s. Pressed while you are already in the air, E skips the chain and slams straight down. The slam hits harder the further it falls: 110 from a hop's height, +12% for every metre higher (about 180 from 8 m, 220 at the top, from 11 m up or more) and โ12% a metre lower, never below half. Default mode swaps the chain for the plain Ground Slam (leap 10 m, same height rule from 5.7 m: 80 there, about 120 from the top of the leap). |
| Spear | Reach Melee | 50 | 3 | 1/s | Throw Spear combo archived | 200๐ฉ | Regular ability (what everyone has): Hurl a spear: 85 damage. You have five a life (a respawn hands them back), one every 0.7 s at most, and each one stays where it lands: stuck in the wall, or standing in the floor leaning back toward you if it hit the ground or somebody. A landed spear is solid for everyone, so a few of them across a doorway are a fence, and they go with the round. After the fifth, the spear is gone: it can't be swung, thrown or shown again until your next life. The combo (archived for now, admin accounts only): E is a chain of three: a long narrow thrust (40, 3.8 m), a sweep all round you (38) and a skewer (an overhead finish, 65, with a shockwave). Press E inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the last blow, 0.7 s if you stop half way. Default mode gives you Throw Spear (hurl it, 85, five a life, each one stays and blocks the way). |
| Katana | Melee | 65 | 2.8 | 2/s | Deflect | 360๐ฉ | A 1 s window on a 4 s cooldown in which bullets are reflected back at whoever fired them. Every shot it blocks adds 0.1 s to the window (a shotgun's pellets count once, up to +2 s), so standing in a stream of fire keeps you in it. The blade meets each shot from its own side (eight different guards, depending on where the shot came from) and every block flashes white with crossed slash flares and sparks thrown along the blade. |
| Baguette | Melee | 16 | 2 | 3/s | Eat It | 50๐ฉ | |
| Knife | Melee | 28 | 1.6 | 4/s | Death Touch | 280๐ฉ | |
| Chainsaw | Heavy Melee | 45 | 1.9 | 7/s | Rev Up | 1,400๐ฉ | |
| Lightsabre | Melee | 72 | 2.5 | 2/s | Parry | 1,800๐ฉ | |
| Riot Shield | Shield | 18 | 1.7 | 1/s | Shield Charge combo archived | 220๐ฉ | Regular ability (what everyone has): Charge forward and ram enemies: 60 damage. The combo (archived for now, admin accounts only): E is a chain of three: a bash (25, a hard shove), a charge (a 6 m ram, 60, that drives them ahead of you) and a shield slam (leap and come down, 50 in 3.4 m). Press E inside 1.2 s each time (an early press is remembered); the 1.5 s cooldown starts with the last blow, 0.7 s if you stop half way. Default mode gives you the plain Shield Charge (one 7 m ram, 60). |
| Screwdriver | Melee | 20 | 1.5 | 5/s | Spin Mode | 60๐ฉ | |
| Crowbar | Utility Melee | 32 | 1.8 | 3/s | Pry | 110๐ฉ | |
| Fire Axe | Heavy Melee | 85 | 2 | 1/s | Hellfire Swing | 420๐ฉ | |
| Nunchucks | Melee | 22 | 1.9 | 6/s | Combo Frenzy | 160๐ฉ | |
| Umbrella | Shield | 18 | 1.8 | 2/s | Bumbershoot | 140๐ฉ | |
| Yo-Yo | Reach Melee | 30 | 3.5 | 2/s | Loop the World | 180๐ฉ | |
| Battle Axe | Heavy Melee | 78 | 2.2 | 1/s | Whirlwind combo archived | 380๐ฉ | Regular ability (what everyone has): Spin 720° and dash 10 m, hitting everyone around you: 85 damage. The combo (archived for now, admin accounts only): Out of the archive, with a new ability in place of the throw. E is a chain of four: the Whirlwind (the axe goes round you once as you rush 6 m forward, 55 to everyone within 2.8 m of the path), an upper cut (45, pops them up and throws you up), a hop and whirl (a jump and a full circle in the air, 50 in 3.4 m) and a final slash (70 in front of you, with a shockwave). Press E inside 1.2 s each time; the 1.5 s cooldown starts with the final slash, 0.7 s if you stop half way. Default mode gives you the old single Whirlwind back (two spins, a 10 m dash, 85). |
| Shock Baton | Melee | 32 | 2 | 3/s | Static Shock | 220๐ฉ | |
| Titan Hammer | Heavy AOE | 95 | 2.3 | 1/s | Earthquake | 2,400๐ฉ | |
| Vampire Blade | Lifesteal Melee | 52 | 2.2 | 2/s | Blood Frenzy | 2,000๐ฉ | |
| Fists | Brass Knuckles | 24 | 1.4 | 5/s | Uppercut combo archived | 0๐ฉ | Regular ability (what everyone has): A rising punch that launches you up: 50 damage and a pop-up if it lands. The combo (archived for now, admin accounts only): E is a chain of three: an uppercut (it throws you up and forward, and anyone in front of you within 2.6 m takes a flat 50 and is popped into the air), a rising cross (a lunging punch in the air, 35) and a ground pound (down hard, 60 in 3.4 m). Press E inside 1.2 s each time; the 1.5 s cooldown starts with the pound. The fists are all you start with in Zombie Survival, so this is your whole kit there. Default mode is the plain Uppercut (50 and a pop-up) with no chain. |
| Brass Knuckles | Punch | 28 | 1.5 | 5/s | Haymaker | 200๐ฉ | |
| Hatchet | Throwable Melee | 50 | 1.9 | 2/s | Throw Hatchet | 220๐ฉ | |
| Machete | Bleed Melee | 56 | 2.4 | 2/s | Slash Combo | 260๐ฉ | |
| Walking Cane | Reach Melee | 30 | 2.2 | 2/s | Yank | 140๐ฉ | |
| Launching Melee | Melee | 42 | 2.3 | 2/s | Homerun | 200๐ฉ | |
| Lead Pipe | Chain Melee | 44 | 2 | 2/s | Bonk | 160๐ฉ | |
| Wrench | Utility Melee | 36 | 1.8 | 3/s | Spanner Toss | 180๐ฉ | |
| Shovel | AOE Melee | 55 | 2.2 | 2/s | Ground Slam | 280๐ฉ | |
| Golf Club | Launching Melee | 40 | 2.4 | 2/s | Fore! | 200๐ฉ | |
| Tennis Racket | Reflect Melee | 26 | 2.2 | 3/s | Backhand | 100๐ฉ | |
| Fire Poker | Burn Melee | 38 | 2.6 | 2/s | Hot Brand | 200๐ฉ | |
| Meat Cleaver | Vampiric Melee | 60 | 1.7 | 2/s | Butcher | 260๐ฉ | |
| Phase Blade | Phasing Melee | 90 | 2.6 | 3/s | Ghost Dash | 9,000๐ฉ | |
| Gravity Hammer | Heavy AOE | 110 | 2.3 | 1/s | Singularity Slam | 11,000๐ฉ | |
| Volt Whip | Long Electric | 50 | 4 | 2/s | Thunder Lash | 8,500๐ฉ | |
| Karambit ADMIN | Admin ยท Combat Knife | 80 | 1.6 | 5/s | Stealth Stab | โ | |
| Trench Bayonet ADMIN | Admin ยท Reach Knife | 100 | 3 | 3/s | Charge! | โ | |
| Tactical Tomahawk ADMIN | Admin ยท Throwable Axe | 120 | 2 | 1/s | Throw Tomahawk | โ | |
| OTs-04 Bayonet ADMIN | Admin ยท Spetsnaz Blade | 90 | 1.8 | 4/s | Spetsnaz Combo | โ | |
| Spec-Ops Garrote ADMIN | Admin ยท Silent Kill | 9999 | 1.5 | 1/s | Lights Out | โ |
๐ Every Utility (49)
| Name | Type | EFFECT | USES | CD | PRICE | |
|---|---|---|---|---|---|---|
| Frag Grenade | Explosive | DMG 80 | 2 | 0.9s | 120๐ฉ | |
| Medkit | Heal | HEAL 45 | 1 | 1.2s | 80๐ฉ | |
| Stim Shot | Quick Heal | HEAL 22 | 2 | 0.7s | 60๐ฉ | |
| Smoke Bomb | Utility | โ | 2 | 0.7s | 70๐ฉ | Five thin puffs you could see straight through, so nobody ever bothered. Two passes later it's 18 puffs on a spiral at roughly 45x the original puff volume, with the throw radius scaled up to match — this is cover now, not a decoration. And standing in it blinds you: the cloud used to be drawn from the outside only, so walking into a puff made it vanish and the middle was the one place you could see perfectly. Now the view greys out as you go in and clears as you come out, following the smoke as it grows and as it fades. Your HUD stays visible. |
| Blink Pearl | Teleport | BLINK 10m | 2 | 0.9s | 280๐ฉ | It used to hop you a fixed 10 m the instant you pressed the key, which made it a button and not a stone. It is thrown now: it arcs, stops on the first wall, body or floor it meets, and you arrive where it lands. Aim up for distance, down to land at your feet. A pearl that falls into the void fizzles. |
| Ammo Fountain | Resupply | REFILL AMMO | 1 | 1.0s | 180๐ฉ | |
| Confetti Cannon | Chaos | DMG 8 | 3 | 0.5s | 100๐ฉ | |
| Moon Mine | Floaty Bomb | DMG 65 | 2 | 0.8s | 220๐ฉ | |
| Rubber Duck | Bouncer | DMG 18 | 4 | 0.4s | 90๐ฉ | |
| Black Hole Seed | Void | DMG 52 | 1 | 1.3s | 2,200๐ฉ | It used to burst into six purple bolts, which made it a worse grenade. It is a black hole now: where it lands a singularity swells open, drags everything within 11 m toward its middle for about two and a half seconds — softly at the rim, hard at the core, so you can walk out from the edge but not from the centre — hurts whatever is near the middle four times a second, then folds in on itself for up to 52 damage and throws the survivors outward. It pulls you as well, never hurts you, and a thrower who throws it at their own feet is simply wasting it. |
| Glitch Cube | Wild Card | DMG 42 | 2 | 0.8s | 240๐ฉ | |
| Vampire Syringe | Risk Heal | HEAL 35 | 2 | 0.7s | 200๐ฉ | |
| Adrenaline Pack | Buff | โ | 1 | 1.5s | 220๐ฉ | |
| Tripwire | Trap | DMG 60 | 2 | 1.1s | 200๐ฉ | |
| Hologram Decoy | Decoy | DECOY 8000ms | 1 | 2.0s | 240๐ฉ | |
| Magnet Mine | Magnet | DMG 40 | 2 | 0.9s | 220๐ฉ | |
| Bounce Pad | Mobility | โ | 2 | 0.9s | 140๐ฉ | |
| Hunter Drone | Drone | DMG 100 | 1 | 1.2s | 460๐ฉ | |
| EMP Grenade | Disable | DMG 25 | 2 | 0.9s | 240๐ฉ | |
| Sticky Charge | Explosive | DMG 120 | 2 | 0.8s | 320๐ฉ | |
| Orbital Strike | Doom | DMG 250 | 1 | 2.0s | 2,500๐ฉ | |
| Guardian Drone | Auto Turret | DMG 14 | 1 | 1.5s | 380๐ฉ | |
| Nano Shield | Auto Heal | HEAL 20/s | 1 | 1.8s | 320๐ฉ | |
| Air Grenade | Launch | DMG 15 | 2 | 0.9s | 160๐ฉ | |
| Land Mine | Trap | DMG 298 | 2 | 1.1s | 380๐ฉ | |
| Flashbang | Stun | DMG 5 | 2 | 0.9s | 200๐ฉ | |
| Proximity Mine | Trap | DMG 70 | 2 | 1.1s | 220๐ฉ | |
| Dynamite Bundle | Explosive | DMG 120 | 2 | 1.2s | 280๐ฉ | |
| Mini Drone Strike | Doom | DMG 140 | 1 | 1.8s | 340๐ฉ | |
| Healing Pulse | Heal | HEAL 60 | 1 | 1.5s | 200๐ฉ | |
| Teleport Beacon | Teleport | BLINK 12m | 1 | 1.2s | 260๐ฉ | |
| Cloak | Buff | โ | 1 | 1.8s | 280๐ฉ | |
| Berserker Serum | Buff | โ | 1 | 1.8s | 240๐ฉ | |
| Taser Grenade | Disable | DMG 15 | 2 | 0.9s | 220๐ฉ | |
| Ink Bomb | Utility | โ | 2 | 0.8s | 140๐ฉ | |
| Distraction Siren | Decoy | DECOY 6000ms | 1 | 2.0s | 200๐ฉ | |
| Caltrops | Trap | DMG 30 | 3 | 0.7s | 180๐ฉ | |
| Nano Swarm | Heal Drone | HEAL 120 | 1 | 1.8s | 10,000๐ฉ | |
| Warp Beacon | Teleport | BLINK 20m | 2 | 1.5s | 12,500๐ฉ | |
| Stasis Mine | Time Trap | DMG 20 | 2 | 1.2s | 9,000๐ฉ | |
| Specter Drone | Stealth Drone | DMG 160 | 1 | 1.8s | 15,000๐ฉ | |
| Quantum Barrier | Shield | HEAL 12/s | 1 | 2.0s | 10,500๐ฉ | |
| C4 Charge ADMIN | Admin ยท Explosive | DMG 200 | 2 | 1.2s | โ | |
| Claymore Mine ADMIN | Admin ยท Directional Mine | DMG 250 | 2 | 1.1s | โ | |
| M84 Stun Grenade ADMIN | Admin ยท Flashbang | DMG 10 | 3 | 0.8s | โ | |
| Thermite Charge ADMIN | Admin ยท Burn Zone | DMG 8 | 2 | 1.0s | โ | |
| Predator UAV ADMIN | Admin ยท Recon | UAV 10000ms | 1 | 2.0s | โ | |
| Care Package ADMIN | Admin ยท Random Drop | โ | 1 | 1.5s | โ | |
| Tactical Nuke ADMIN | Admin ยท End the Match | DMG 500 | 1 | 3.0s | โ |
๐ Donuts
- Engine, design, and most code: VideoGameTips
- Additional content: Codex (5 maps + respawn improvements)
- Master Admin: Trash123 ๐ suspiciously well-equipped